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My RPG
#11
One thing I'm not liking is how the outer walls of the house is just the ceiling (completely top-down), yet the inside has walls to show depth.

^_^;;
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#12
Edit:

Stupid reply removed because thread author returned. :rotfl:
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#13
sorry for my late reply. you guys have been a great deal of help.
I thank you all.

here are my replies to my highly appreciated help. Big Grin

1. I see what you mean about the trees, I will definately fix it up.

2: grass is some what difficult to perfect in Screen Mode 13h, with
16 * 12 tiles. (that's my tile size... and it is a perfect square :wink: )

but I promise you I will work on it 'till my fingers blead!
or at least until I come close to some sort of SOM 1 or 2
(secret of mana)

IMPORTANT!
This game's view is top side, 45* angle view.
a good example of this view is "The legend of Zelda 3, a link to the past"
for Super Nintendo.

If you haven't seen this game, I have provided a screen shot.
The legend of Zelda 3, a link to the past

although I can see where it is dificult to see this view in my walls and what not.
this will not go unfixed.

please read on:

___________________________________________________
Josiah Tobin:

believe me when I say, you where in no way too harsh
and I never mind critiquing.
you have been the most help to me so far.

here's what I will remark about your post:

1. the bushes actually do have a low center point, I just blended it in far too much.
what I'll do is make it more prominent and take out some of the root
at the bottom.

2. more variaty is exactly what I need. But I must mention as I
should have already, that my game is still in early graphical stages.

The bulk of the sprites aren't even conseived in my brain yet.

3. I definately see the problem with the tree, the top is side scroller
while the bottom is top down 45* angle. I'll get on that right away!

4. I may see where you're coming from on the darkness of the trunk.
but I have other plans for different trees. can't make them all light.

5. WALLS! it seems everyone is caught up on my walls!
allow me to clarrify. the walls ARE top side 45* angle view.
Not straight top view. But I can plainly see where you are all
seeing a laps in my wall drawing skills.
DO NOT FRET! I will take extra care of my walls and nurse them
back to RPG style health

6. now about the wall height and lighting.

I have been trying to deside for a while what I will do about this,
and I have come to a conclusion:

I will make horisontal running walls 2 tiles tall and of course there is no
point in making vertical facing walls more than 1 tile tall...

that would be insane! :roll:

the lower wall tile will be clipped, but not the upper section.

if anyone has played the game "Shining Force 2" for the sega
genesis, then you should be able to see this perfect strategy.

if you havn't had the good fortune to play such a remarkably
amazing game, then I suppose I should supply you with some screen shots. Big Grin

shining force 2

shining force 2

notice how there exists two sprite tall walls, the bottom is clipped
but the top is drawn last (after the character) and not clipped.

as for lighting, I'm not quite sure about that.
I think that'll have to wait for a time when I've learned how to
create indexed color blending.

I hope I answered all questions and comments.
and that everyone is looking forward to these changes.
:wink:

___________________________________________________
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#14
Shining Force 2 Owns.

i remember getting josiah addicted to it, hrhrhr
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#15
Well, there actually is a point to having two vertical wall tiles... It can give it much more 'grand' or full appearance. More realistic I suppose... Not sure. To be honest I consider SF2 a relatively ugly game as far as tiles go, but I do see your point. Using two wall tiles for that game would be a poor decision, as it uses 32*32 tiles and that would take up alot of space.Instead the top wall tile has part of the texture of the tile beneath it, as such the 'roof' section appears vertically shorter. This can look a bit odd as the horizontal roof tile has to be full width with the game's tile*tile collision without looking somewhat strange when you bump into it, but I suppose they didn't have much choice. Tongue

Anyway, that's just what I think. Opinion on graphical styles is almost always just that-- opinion-- I'm just offering mine. Tongue
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